Gath Morian

Thurgrom Thunderhammer's page

364 posts. Alias of TheWaskally.


Full Name

Thurgrom Thunderhammer of Clan Thunderhammer

Race

Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5

Classes/Levels

Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Gender

Male

Size

Medium

Age

73

Special Abilities

Armsman +2 (Ex), Rock Steady: Battle Bred (Ex), Dwarven Heritage: Dwarven Hustle (Ex), Brothers In Arms, Frothlekair, Forfethur’s Velsign (Su): Clan Strength (Ex)

Alignment

Lawful Good

Languages

Dwarven, Common, Giant, Orc, Elven

Strength 14
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 14
Charisma 14

About Thurgrom Thunderhammer

Initiative: +3
Senses: Darkvision 90ft., Perception +2
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AC 22 (9 Touch, 21 FF)(+10 Armor, +2 Shield)
Hp 99/99 (1d10(max) + 2 Con + Toughness, then 1d10 + 2 Con +1 Toughness after level 4.)
Fort +10, Ref +4, Will +10
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Speed 25 ft (25 ft Base)
Melee Storm's Edge +5 holy, shocking burst, thundering dwarven waraxe +21/+16 (1d10 + 7 + 1d6 + (2d6), 19-20/x3), +1 Adamantine Waraxe, dwarven +15/+10 (1d10+2, 19-20/x3), Waraxe, dwarven +14/+9 (1d10+2, 19-20/x3), Warhammer +12/+7 (1d8+2, x3)
Ranged Long Bow +10 (1d8, x3, 100 ft., 32/40)
Special Attacks

Storm's Edge:
Storm's Edge
This +3 Moonsteel Dwarven Waraxe becomes a +5 Holy, Shocking Burst, Thundering Waraxe when wielded by a Storm Dwarf Paladin, Mynrughdaer, or other lawful good divine caster.

In addition, while wielded by such a bearer, Storm's Edge will bond with its owner, gaining the called ability, and depending on the level of the wielder casting the following spells (Caster level equal to the wielder's character level, using the wielder's spellcasting ability to determine the DC).
5th level-- call lighting 1/day
10th level-- storm step 1/day
15th level-- chain lightning 1/day
20th level-- storm of vengeance 1/week

Special Material - Moonsteel:
This incredibly rare metal is made from fragments of the Chaos Moon. Before the Moon Fell, it was only to be found by journeying to the Chaos Moon itself and forging the blades there, but in recent times it is available in the rare fragments of the Moon which fell to Kesperex.

An item made from Moonsteel costs an additional 1000 gold per lb of metal involved in its construction.

Moonsteel automatically by passes the damage reduction of all Lycanthropes, creatures with the shapechanger subtype, and counts as Chaotic for the purposes of overcoming damage reduction.

Weapons forged of Moonsteel retain a reddish hue, and shine when drawn in moonlight- illuminating a 10 ft. area with a reddish light (as dancing lights, but anchored on the object).

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Spell List:
1st-Level Abundant Ammunition, Alarm, Ant Haul, Bless, Crafter’s Fortune, Detect Magic, Detect Secret Doors, Endure Elements, Expeditious Excavation, Grease, Hide from Undead, Ironbeard, Know the Enemy, Magic Stone, Mighty Fist of the Earth, Remove Fear, Stone Fist, Stone Shield, Sunder Breaker, Thunderstomp.

2nd-Level Aid, Align Weapon, Communal Ant Haul, Arcane Lock, Augury, Blessing of Courage and Life, Bear’s Endurance, Bull’s Strength, Create Pit, Elemental Speech, Find Traps, Kinetic Reverberation, Knock, Owl’s Wisdom, Pilfering Hand, Reloading Hands, Resist Energy, Returning Weapon, See Invisibility.


Spells
1st-level Bless, Grease, Hide from Undead
2nd-level See Invisibility, Bull's Strength
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BAB +10/+5, CMB +11, CMD 22
Feats Noble Scion (Scion of War), Toughness, Deft Maneuvers, Coordinated Maneuvers (Teamwork), Diehard, Powerful Maneuvers, Persuasive, Outflank (Teamwork), Improved Critical (dwarven waraxe), Swap Places (Teamwork), Heroic Recovery.
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Skills 7/Level + 2/Background
Appraise +10 (4 rank, 3 Class, 3 Int)
Climb +8 (3 Rank, 3 Class, 2 Str)
Craft (weapons) +18 (10 Rank, 3 Class, 3 Int, 2 MW Tools)
Diplomacy +19 (10 Rank, 3 Class, 2 Cha, 1 Trait, 1 Trait, 2 Feat)
Disable Device +15 (10 Rank, 3 Class, 0 Dex, 2 MW Thieve's Tools)
Intimidate +17 (10 Rank, 3 Class, 2 Cha, 2 Feat)
Knowledge (dungeoneering) +11 (5 rank, 3 Class, 3 Int)
Knowledge (engineering) +7 (1 rank, 3 Class, 3 Int)
Knowledge (geography) +11 (5 rank, 3 Class, 3 Int)
Knowledge (history) +9 (3 rank, 3 Class, 3 Int)
Knowledge (nobility) +17 (8 Rank, 3 Class, 3 Int, 1 Trait, 2 Feat)
Profession +2 (0 Rank, 0 Class, 2 Wis)
Sense Motive +15 (10 Rank, 3 Class, 2 Wis)
Spellcraft +11 (5 rank, 3 Class, 3 Int)
Survival +11 (7 Rank, 3 Class, 1 Wis)

SQ:

Weapon and Armor Proficency
The mynrughdaer is proficient with all simple and martial weapons and treats any exotic weapon with ‘Dwarven’ in its name as a martial weapon. If frearms are found within the campaign world, the mynrughdaer is also proficient with early firearms. The mynrughdaer is proficient with light, medium, and heavy armor as well as shields (including tower shields).
Armsman (Ex)
At 1st level, the mynrughdaer chooses a single one-handed or two-handed slashing or bludgeoning melee weapon and gains a +1 competence bonus on attack rolls with that weapon. At 4th level and every four levels thereafter (through 16th level) the mynrughdaer may either increase the bonus for the selected weapon or choose another eligible weapon to gain a +1 competence bonus. If the weapon’s title includes the word Dwarven, he gains an additional +1 competence bonus for the chosen weapon (maximum of +5).
Rock Steady (Ex)
The mynrughdaer chooses a life path, and gains a bonus feat at 1st level based on the path chosen. The mynrughdaer gains additional bonus feats at 5th, 10th, and 15th level based on the path. The mynrughdaer does not have to meet the prerequisites of the feats listed in his path in order to gain them. Once a path is chosen, it cannot be altered.
Dwarven Heritage
At 2nd level, the mynrughdaer learns how to focus his dwarven abilities to deeper levels. He may choose one of the heritage traits as long as he meets any requirements for it, and each trait may only be taken once unless otherwise specifed in the trait’s description. Once a trait is chosen, it cannot be altered.
Dwarven Hustle (Ex)
The mynrughdaer gains a 5 ft. bonus to his base movement rate which is not affected by encumbrance or the type of armor he is wearing. Once the mynrughdaer reaches 12th level, this bonus increases to 10 ft.
Giant Hunter (Ex)
The mynrughdaer is trained in tactics to outwit the clumsy attacks of giants. When facing a creature of the giant subtype, the creature’s effective reach is reduced by 5 feet when determining if the mynrughdaer is it it’s threat range. The mynrughdaer also gains an additional dodge bonus to his AC equal to 1/5 his class level. This bonus does stack with the dwarven Defensive Training racial trait.
Superior Sight (Ex)
The mynrughdaer’s darkvision increases from 60 ft. to 90 ft. The mynrughdaer must have darkvision before he may choose this dwarven heritage trait.
Brothers in Arms
At 3rd level, the mynrughdaer may choose a teamwork feat at a bonus feat. He must meet the prerequisites for this feat. Once a day he may grant the benefts of this feat to a number of allies equal to his Wisdom modifer for 1 round per class level as a move action as long as the ally is within sight of the mynrughdaer and can hear his voice.
At 7th level and every fourth level thereafter the mynrughdaer may choose another bonus teamwork feat. At 11th and 19th level he gains another daily use of this ability.
Frothlekair
Beginning at 4th level, the mynrughdaer gains access to the secret knowledge of the dwarven ancestors and may be able to cast a limited number of divine spells per day as listed on the mynrughdaer progression table chosen from spells found on the mynrughdaer spell list. The mynrughdaer must have an Wisdom equal to 10 + the spell level in order to cast spells of that level. He also gains bonus spells for a high Wisdom, and only by having an Wisdom of 12 or higher may he begin casting first level spells at 4th level.
The mynrughdaer must prepare his spells at the beginning of the day after getting 8 hours of rest, though they need not be consecutive. The mynrughdaer may choose any spell on his spell list but requires an hour of contemplation and prayers to his ancient ancestors to gain access to the spells.
Forfethur’s Velsign (Su)
At 9th level, the mynrughdaer may invoke the blessing of his ancestors during combat once per day. The mynughdaer may choose one of the following options when using the Forfethur’s Velsign based on his class level. While the mynrughdaer gains more powerful velsign at 13th and 17th level, he may use velsign gained at lower levels as well. The mynrughdaer gains an additional daily use of the forfethur’s velsign at 15th level.
Clan Strength (9th level, Ex)
The mynrughdaer may draw upon the collective strength of his clan, gaining a +4 enhancement bonus to Strength and Constitution. He also gains a bonus equal to 1⁄2 his class level to Strength based skill and ability checks, particularly to break or bend objects. The mynrughdaer activates this velsign as a standard action and it lasts for a number of minutes equal to his class level.

Racial Traits:
• +2 Con, +2 Int, -2 Dex. Stone Dwarves are hardy and quick of wit, but slow of hand.
• Humanoid—Storm Dwarves are humanoid type.
• As medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose speed is reduced in such situations.)
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Storm’s Children: Storm Dwarves are immune to the harmful effects of Winds less than Hurricane force, and treat Hurricane and higher winds as though they were two wind categories less.
• Spark of Life: ): A number of times per day equal to their character level plus their Intelligence modifier a Storm Dwarf may call a small spark of Lightning to their hands. This can be used as a touch attack, thrown as a ranged touch attack with a -2 penalty, or used as a healing spell only on creatures below 0 hit points. If used as an attack it deals 2d6 damage; if used as a healing spell on a dying ally it restores 2d4 hit points of damage.
• Resistance to Lightning: 5
• Weapon familiarity: Storm Dwarves are familiar with the long bow and any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• Natural Researcher: +5 to the bonus provided for researching any knowledge skills or information and to all checks involving the use of libraries and other knowledge depositories.
• +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Storm Giants.
• +4 Dodge bonus against Giants.

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Traits Influence and Lesser Noble
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Items An explorer's outfit, a fighter's kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.), MW weapon crafting tools, MW thieve's tools, courtier's outfit (w/ jewelry and signet ring), a heavyload belt, A custom combined cloak/cowl which uses both the cloak (shoulders) and head slots and acts as a Howling Helm and Cloak of Fangs, and a potion of remove paralysis.
Combat Gear A dwarven waraxe, a warhammer, a long bow w/20 arrows, half-plate armor, a heavy steel shield, +1 fey ice full plate armor.

Wealth (1123 gp)
Carrying Capacity
Light (174 lbs or less); Medium (175-348 lbs.); Heavy (349-525 lbs.)
Current Load: 135
Height 4'5", Weight 206 lbs., Eyes Lightning Blue, Hair Dark Purple, Skin Thistle Purple

Appearance:
Thurgrom Thunderhammer is tall, for a dwarf, at 4'5" with long deep purple hair and beard, with lightning blue eyes and thistle purple skin. As part of the nobility, Thurgrom's dress and equipment are at or near masterwork quality. The mynrughdaer keeps his courtly clothes with him should diplomatic missions arise. The dwarf warrior proudly wears his clan's signet ring always.

Personality:
Thurgrom comes from a clan known for producing a large number of paladins, and this has colored the mynrughdaer's upbringing. Honor, both for clan and people, along with duty and humility are foremost in his thoughts and actions. Despite this, Thurgrom has also be taught that recreation is also important, less a Thunderhammer lose sight of what life has to offer along with duty. Being both a Thunderhammer AND a mynrughdaer has brought Thurgrom a large amount of prestige and mystique, something the dwarven warrior works to make sure it doesn't go to his head. As a handsome noble, Thurgrom enjoys the company of beautiful dwarven women, but never to lead them on. The mynrughdaer is looking for a wife to help keep a home and help raise a family.

Background:
Eight generations back Bruidon Storm fathered two children-- Valmar Stormhammer who was the founder/patriarch of House Stormhammer and Tareth Thunder. Tareth Thunder then father two children, Morton Thunderbar who was the foudner/patriarch of House Thunderbar, and your own 6 generations back grandfather Melkit THunderhammer, the foundner/patriarch of House Thunderhammer. Of these three houses (Stormhammer, Thudnerbar, and Thunderhammer), Thudnerhammer has slowly become the most powerful/weatlthy/sucessful of the three. The Stormhammer's most recent head, Valmoki, had essentially ruined their house. The Thunderhammer fortunes have slipped across the past few generations, but you are hopeful when your father passes command of the house to you that you can change that direction.
Despite his paladinic upbringing, Thurgrom felt a strong urge to connect to his dwarven ancestry. At first, Thurgrom thought of being a shaman, but was introduced to the ancient rites of The Mynrughdaer, by a uncle from within the clan. Training to become a mynrughdaer brought a sense of peace and duty his paladin upbringing did not hold for him. At first, Grengray was disappointed in his second son, but that lasted a day at best, ultimately proud of the warrior Thurgrom grew into.
The news of Gold Peak rocked the dwarven people, and a Thunderhammer would be needed to help bring King Nimbus back, and defend the historic keep. Mordrite sent his only brother to act on behalf of the Thunderhammers, and help Donnella Thunderbar and Clan Thunderbar any way he can.